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F1 Esports Series presented by Aramco returns remotely for fourth season with record prize fund

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Formula 1® has announced the F1 Esports Series presented by Aramco will return for a fourth season, with one of the biggest cash prize funds in sports simulation esports on offer at $750,000. The action gets underway with the “Pro Draft Reveal Show” on 27 August 2020, where the official F1 teams will reveal their selected roster of talented drivers. A record breaking number of participants of over 237,000 attempted to qualify for this year’s competition as F1 Esports continues to enjoy its most exciting year yet.

As with other major sporting events, the F1 Esports Pro Series, which will take place this autumn, has adapted to the ongoing coronavirus pandemic and will therefore be operating remotely in 2020, with competitors racing from their own homes and team factories to ensure the safety of all the teams and drivers involved.

The F1 Esports Series has been more anticipated than ever before following the success of the Virtual Grand Prix series, which featured a host of sports and music stars and achieved over 30m views globally across eight events between March and June this year. The 2019 F1 Esports Series saw Ferrari’s David Tonizza crowned drivers’ champion alongside Red Bull, who took home the constructor’s championship, with over 8.7m viewers across digital platforms and TV, and 169m social media impressions, making it the most successful season to date.

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MAKING THE CUT AT THE “PRO DRAFT REVEAL SHOW”

This season’s “Pro Draft Reveal Show” will air on 27 August, where teams will announce their line-ups for the 2020 season for the first time, with each team required to add at least one qualifying draft member to their three-driver roster from a group of 45 qualifiers. The 2020 qualfication routes saw record participation of over 237,000 entrants, a growth of +118% from 109,000 in 2019, with players competing on traditional consoles and also mobile for the first time.

All Pro Draft qualifying drivers are available for selection, with no knockout racing qualification as the series adapts to a shorter process due to the coronavirus pandemic, and the online draft and team picks will take place online in advance.

For the first time, the two winners of the highly successful inaugural season of the F1 Esports Series China Championship (organised by licensed partner Juss Intellisports), Tang Tianyu and Yuan Yifan, will also be available for team selection after their success in last year’s regional campaign, where they came out on top as the fastest two drivers in the competition.

A BIGGER AND BETTER PRO SERIES

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The Pro Series will run between October – December, following the same format as last season with a 12-round championship made up of four online events featuring three races, but races will now be run at an increased distance of 35%. There will also be a new full qualifying format for the 2020 season in line with real-life F1 World Championship.

F1 Esports Pro Series drivers will be racing on a bespoke version of the recently released F1 2020 official video game developed by Codemasters, with equipment provided by official supplier Fanatec, the world leader in professional simulator hardware, for a third season. Points scoring will once again follow real-life World Championship rules, with F1’s Official Logistics Partner DHL rewarding an extra point to the driver with the fastest lap.

MORE CONTENT THAN EVER BEFORE

This year’s Pro Series will provide fans with more content than ever before with eight live broadcasts, doubling last season’s offering. There will be live racing on Wednesday and Thursday across an event week, and this season will also see the introduction of supplementary livestreamed qualifying sessions on both days further adding to the content proposition for fans across the globe.

The F1 Esports Pro Series 2020 will be broadcast on F1’s social channels (Facebook, YouTube, Twitch and Huya), as well as select TV broadcast partners, with two live shows per event from the Gfinity Arena.

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Julian Tan, Head of Digital Business Initiatives and Esports said:

“F1 Esports has had a huge year with the massive success of the Virtual Grand Prix series that we ran through lockdown. This has set us up well for the launch of the 2020 F1 Esports Series which will be our biggest and most innovative season yet. With over 237,000 participants this year, up from 109,000 participants in 2019, we are seeing incredible growth. We also continue to push boundaries by offering our largest ever cash prize fund of $750,000 which is industry-leading as well as continue to innovate by adapting quickly in the current landscape and operating the series entirely remotely as we look to ensure an enjoyable, but safe, Pro Series this year – we can’t wait to get started!”

Frank Sagnier, Codemasters CEO said:

“The appetite for F1® content has never been greater. We saw tremendous success from the Virtual Grand Prix Series, and that momentum has carried through to the launch of F1® 2020. It’s now time for the esports professionals to rise to the challenge. The 2020 F1 Esports Series presented by Aramco promises to be the most exciting and competitive to date. We can’t wait for the virtual racing to begin.”

John Clarke, Gfinity Chief Executive Officer said:

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“The F1 Esports Series goes from strength to strength. Formula 1 has benefited from being an early adopter in the gaming space, with millions of young fans now engaging with the series. It is hitting the right notes in terms of driver performance, competitive racing and all round entertaining content. This year is going to raise the bar even higher. Expect high octane racing with lots of tension. Gfinity is proud to be a long-term esports operator for F1 and be at the heart of the design and delivery of this industry-leading competition”.

 

2020 F1 Esports Series presented by Aramco:

Teams
Alfa Romeo Racing ORLEN F1 Esports Mercedes-AMG Petronas Esports Team
BWT Racing Point F1 Esports Team Red Bull Racing Esports
FDA Hublot Esports Team Renault Vitality
Haas F1 Team Esports Scuderia AlphaTauri Esports Team
McLaren Shadow Williams Esports

 

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Angela Bernhard Thomas

CAPCOM’S STREET FIGHTERTM 6 GOING TO COLLEGE THIS FALL

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  • CSMG will create and operate College Street FighterTM Tour in North America for the 2024-25 academic year
  • College conference Street Fighter 6 champions will punch their ticket to the national Collegiate Esports Commissioner’s Cup (CECC) & May Madness in 2025
Collegiate Sports Management Group (CSMG) announced today during the kick-off of its Collegiate Esports Commissioner’s Cup (CECC) Texas presented by McDonald’s that it has joined forces with Capcom to launch the College Street FighterTM Tour during its 2024-25 academic year with the finalists competing at CECC Texas in 2025 throughout its May Madness event. Street FighterTM 6  will join Super Smash Bros. Ultimate, Overwatch 2®, Rocket League, and VALORANT as part of the official game titles for CECC.
“We are immensely excited to welcome Capcom into the CECC family and provide a path to glory for student athletes to showcase their skills in Street Fighter 6,” said Michael Schreck, Chief Executive Officer for CSMG. “In our fourth year of building May Madness, we continue to listen to our players, coaches and fans on how to make our event more inclusive, and the partnership with Street Fighter 6 is a resounding success.”
“The Street Fighter franchise is a multi-generational and global game series, so it’s important for us to continue to grow that fandom at the collegiate level,” said Michael Larson, Head of Esports at Capcom USA. “CECC continues to set the standard for competition and community, so it’s a natural format for expansion, and we’re eager for College Street Fighter Tour competitors across North America to show off their skills and join us in Texas next year.”
”The vision for the College Street Fighter Tour is a publisher backed esports series that integrates into the existing infrastructure of The Collegiate Esports Commissioners Cup, a bracket style event series that takes place every year and has been coined May Madness. The path to championship includes invitational bids to national and regional level conferences as well as official CECC qualifiers held regionally,” said Angela Bernhard Thomas, Chief Esports Officer for CSMG’s ESPORTSU.
Every college or university from a 2-year or 4-year institution can participate through their conference or through select qualifiers. Wim Stocks will serve as the Commissioner of the College Street Fighter Tour and bring his 20 years of experience in college esports to create a dynamic and engaging format of competitive gaming.
“Since the launch of Street Fighter 6 in June of ’23, it is clear the rich legacy of Street Fighter is stronger than ever and helping lift the fighting game community to still greater heights,” said Stocks. “Having a structure now for a national collegiate competitive series, league, and events, Capcom and ESPORTSU are building a phenomenal ecosystem and mechanism for developing up and coming Street Fighter 6 competitors.”
More details on the College Street Fighter Tour will be shared later this year.
CSMG welcomes 84 teams (up from 64 in 2023) this weekend from a record breaking 19 conference champions to the largest scholastic esports festival globally. They will compete at Esports Stadium Arlington on May 3-5 for the chance to hoist one of the coveted trophies. Fans can watch the CECC Texas on ESPORTSU’s Twitch channel at https://www.twitch.tv/esportsu.
CECC Texas 2023 was also recently awarded LAN Event of the Year during the inaugural Scholars Awards in Las Vegas, which are produced in partnership with the Esports Awards.
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R&D rethink needed for sportsbooks to harness esports’ power

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Esports betting is still grappling with a perception problem amongst operators. Despite the leaps and bounds in product development made by suppliers – particularly in the last two years – esports hasn’t shaken off the image built in the late 2010s.

Our good friend, Oliver Niner, Head of Sales at PandaScore, has been kind to share the below article with us.

There’s scepticism around esports betting’s value, how well it can actually perform and what’s needed to make it appeal to bettors. A big part of that comes down to perception, which shapes the research and development (R&D) choices made by each operator.

Self-fulfilling prophecy?

Operators who have put the research and development (R&D) resources into esports are seeing excellent growth, while others are still treating it like part of a long tail. The lack of a uniform approach to esports often translates into hesitancy to be bullish and invest in esports.

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Whereas in the United States, post-PASPA sports betting has exploded and operators are seeking to capture as much territory and market share as possible because in most cases, you switch the lights on and the money comes in. It’s, of course, good business sense to take opportunities like this – you can apply the same templates used elsewhere on an incredibly lucrative market.

This kind of approach has been attempted for esports and hasn’t found the same success. Granted, the legislation for betting on esports has been somewhat slower than that of sports betting and iGaming.

However, bullish operators have acknowledged the fact that esports hasn’t found the same success in regulated states and asked what can be done differently, while for others, esports has been thrown into the too-hard basket or relegated to the bargain bucket.

For the latter, the fate of the esports vertical becomes a self-fulfilling prophecy – especially if an operator already using a budget esports product that throttles its very growth.

It takes two to tango

When esports is discussed in broader betting circles, you’ll often hear different versions of the same talking point: the problem with esports is no one is doing it well, it doesn’t innovate.

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This argument is a case of the pot calling the kettle black. Esports is a driver of innovation, and it is sportsbook R&D that is holding it back.

Multiple suppliers on the market are investing significant resources into R&D, and bullish operators are leveraging these product innovations to acquire new customers and create engagements made for the internet age.

There are understandable reasons why sports betting doesn’t innovate. It’s largely because operators focus on acquisition, entering new territories and spending money on data rights. But the actual R&D on sportsbook products is left lacking, with ever-increasing cost-per-acquisition (CPA) numbers a clear symptom of this.

It means that if an operator does decide to use or acquire an esports specialist supplier but does little to cater its product and attempts to just lay the sports betting template over the top, of course performance will be throttled.

It’s like putting a Ferrari engine in a Prius – no offence to Toyota or Prius owners.

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The same problem exists on the platform supplier front. Platforms are understandably focused on compliance and getting customers live, not necessarily improving models or their products.

Even the idea that if you just acquire an innovative company the problem is solved or you have found the solution, doesn’t hold water. In many cases, the company is acquired and plenty of noise is made about it, but there’s little organisational investment in R&D afterwards.

It’s not just in esports

These problems extend to customer acquisition and marketing for most emerging markets, not just esports. There’s a rush to use the same old playbook in newer sectors because it’s easy.

The fantasy vs. house sector in the US is already experiencing an acquisition arms race. As analyst Dustin Gouker points out, deposit match bonuses for new users on fantasy vs house products have jumped from $100 to as high as $500 in some places.

This is the same race that played out in sports betting and despite the costs, there’s little effort from most operators to try something different. There’s less work when you just put the same acquisition template on an emerging sector and call it a day. This seems to be an accepted practice in the industry, for better or for worse.

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Esports betting success requires ongoing dialogue

Rather than attempting to wedge esports into hegemonic sportsbook approaches, sportsbooks need to take a completely unique approach.

The fact is the betting sector has barely scratched the surface – communities of esports fans are still dormant. Canadian operator Rivalry has built a successful, esports-first business by embracing the ever-changing internet culture that esports inhabits. French esports organisation Karmine Corp recently sold out a 30,000-person stadium for an event with no prize money up for grabs.

Innovative products developed on the supplier side like microbetting and betbuilders are only half of the equation.

Maximising esports revenues requires institutional investment, ongoing R&D and collaboration between suppliers and operators to create products and experiences. This includes having staff on the operator side that can drive and push the product further, and crucially, rethinking current sportsbook strategies and practices.

Building experiences for betting’s greatest emerging market – one that caters to your future core audience – takes investment, innovation and a willingness to experiment. If the industry wants to make the most of the Millennial and Gen Z audience that will become its primary customers, investment into R&D and close collaboration between suppliers and operators is needed. Many hands makes light work.

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Esports media platform TalkEsport raises $1 million in pre-series A funding round

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TalkEsport, India’s leading esports media platform, announced today the successful closure of its pre-series A funding round, securing a significant investment of $1 million from Saswat Ventures. The substantial investment underscores TalkEsport’s robust growth trajectory and reaffirms its position as a pioneering force in the esports industry.

Founded in 2011, TalkEsport was set up with a vision to bring timely news and updates to gaming communities worldwide. As India’s oldest esports media platform, the company now caters to millions of gamers worldwide through its website and social media channels. TalkEsport plans to utilize the investment to scale up its core website while launching a highly interactive application for its audience and setting up a state-of-the-art production studio in Mumbai. Through it, the company will be launching exclusive content IPs focused on gaming and esports.

“We are delighted to welcome Saswat Ventures as our strategic partner,” exclaimed Deepak Ojha, Founder and CEO of TalkEsport. “Their belief in our vision and commitment to the esports ecosystem align seamlessly with our mission to redefine gaming experiences globally. With this investment, we will be scaling up our newsroom to cater to gaming communities worldwide while launching new content IPs targeted towards Indian and international audiences.”

Saswat Ventures, a family fund set up by Mr. BL Sharma, Principal, shares a vision of catapulting TalkEsport into a global phenomenon. Mr. Sharma has businesses across the country and expressed his confidence in TalkEsport’s potential to revolutionize esports media and connect with a vast audience of passionate gamers worldwide, “We believe in TalkEsport’s potential to become a global platform for esports enthusiasts worldwide.”

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Trilochan Sharma, a seasoned expert in compliance matters, joins TalkEsport’s board as the Director of Compliance. His wealth of experience will ensure adherence to regulatory standards and bolster the company’s governance framework.

In addition to this pivotal investment, TalkEsport is proud to announce key developments that highlight its commitment to innovation and growth:

Production Studio in Mumbai

TalkEsport is excited to unveil its state-of-the-art production studio in Mumbai. This cutting-edge facility will serve as the epicenter for creating high-quality esports content, launching content IPs, live broadcasts, interviews, and immersive gaming experiences.

Pranav Nalawade, the Editor-in-chief of TalkEsport, said, “Our new era of esports coverage will begin not only with TalkEsport’s revolutionary approach in publishing news and covering esports events but also high-quality esports content courtesy of our new production studio. As one of the oldest esports media platforms, we have built an audience that relies on us for our history of trustworthy and reliable news. Now, we want to double up on this audience, reforming the way content around esports is consumed in India and abroad through podcasts, media, short-form content, and analytical stories – both in the form of video and text.”

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Upcoming Mobile App Launch

Furthermore, TalkEsport is gearing up for the launch of its mobile application soon. This innovative app promises to redefine how gamers access news, engage with esports communities, and participate in live tournaments, all from the convenience of their mobile devices.

“Proceeds of the $1 million will be utilized in creating a robust team of gaming enthusiasts and expanding our global reach,” added Deepak. “This investment not only propels TalkEsport’s growth initiatives but also fuels our mission to provide unparalleled experiences for esports enthusiasts worldwide.”

Through its application, esports viewers will be able to get live coverage of esports tournaments, scores, and interviews. Additionally, they will be able to participate in community tournaments, thus providing an end-to-end immersive experience from the convenience of their mobile devices.

The media company continues to lead the charge in transforming the esports landscape, fostering community engagement, and pushing the boundaries of gaming innovation. The company’s dedication to excellence, coupled with strategic partnerships and visionary leadership, sets the stage for an exciting chapter in esports media.

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The post Esports media platform TalkEsport raises $1 million in pre-series A funding round appeared first on European Gaming Industry News.

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